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etmoonshade

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Everything posted by etmoonshade

  1. My Kerbals don't celebrate specific holidays. Every launch is a holiday, celebrated with explosions.
  2. I mean, considering this is one of the topics that comes up for "Akatsuki Lake" when searching online, I'd say it's a worthwhile necropost. With that said, I'll confirm both of these. Both of them are *incredibly* tiny - I got a whole second to hit the science button passing over the one at 35N 108E. Apparently the one at 5S 8W is sliiiiightly larger. Disclaimer: I run a 10.625x rescale mod, so the coordinates here may be inaccurate - but that's why I'm also trying to give some descriptions of where they are. Lake 1: The small one is at 0*5'23.65" S, 8*26'15.70" W. It's indeed on the southwest shore of the crater lake - it's near the north tip of the long Craters biome bordering the south edge of the lake, with a Lowlands biome just to the west of it. It's a small tilted hourglass shape, and won't even show up particularly distinctly until you're at 150x zoom or so. Lake 2: The pair of Akatsuki lakes is around 37*50'55.06N 108*36'49.50E. I say "pair" but it's one "large" one and one super tiny one. The general location is the pair of craters on the eastern third of the map in the north - the lakes are on the northeast rim of the crater. There are straight lines of foothills biomes to the south and northwest of the little cluster containing the Akatsuki Lake - when mousing over the lake area itself at insufficient zoom, you're likely to catch the nearby foothills biome. The other two are long lines, the area with the lake is a small spot of different color. Lake 3: (just so I'm providing some useful content here...) There's a third lake at 28*52'11.63" N 9*0'31.58" W. It's on a larger lake of Explodium Sea. The Craters biome forms most of a ring around the Explodium lake - the Akatsuki lake is on the northwest edge of the lake, right at the tip of the Craters biome on that side. Lake 4: (!) A fourth lake, just because I was poking around to test a hypothesis! This one is at 30*9'11.74" N 66*21'7.52" W. It's on the southeast edge of a crater ring around a lake in the middle of the Explodium Sea. This one's slightly different, in that it's quite a bit inland compared to the others - it's a small spot between the Craters and Peaks biomes. Interesting note: There's a Foothills biome nearby with almost exactly the same shape. Also interesting: The shape is almost the same as the one on the southwest shore of the crater lake (Lake 1.) Hypothesis: The Akatsuki lake is either affected by a terrain generation bug, or it's the result of one in and of itself. I found lakes 3 and 4 by just looking at any crater with "busy" borders (of which there are plenty on Eve.) My suspicion is that there's a number of these tiny "lakes" to be found, but they probably weren't meant to be quite so tiny. Feature, or ascended bug? Speaking of which... Lake 5: 25*46'13.47" S 142*16'29.54" E. There's a cluster of 5 craters on the east edge of the full map. The lake is along the northern edge of the southernmost crater in the cluster. This one's actually decently large - it's pretty visible even at 50x zoom, and I'd say it's probably the largest one I've found. Side note: Because it's also a pain in the neck to find, Olympus is at 28*21'35.67" S 149*9'52.96" W. There's no real landmarks near here that are visible from the larger map I'm afraid - it's in the middle of a blorf of assorted terrain on the big scansat map. Edit: Oh, look, someone both figured it out and explained it on the wiki: https://wiki.kerbalspaceprogram.com/wiki/Eve#Missing_and_Buggy_Biomes Although I seem to have plenty of craters and no impact ejecta...
  3. Excellent - that's one blocking issue for me down then. The rest (probably) aren't solvable by mods, but my answer to you fulfills the spirit of "what would keep me from writing a KSP2 mod"at least.
  4. Just some thoughts from someone who's been playing KSP1 since the 0.7.3 days. I'm not really a modder, in the sense of coding. My first mod was a set of landing skids for a plane, because we didn't have wheels yet. My second one was a terribly modeled ion engine, because we didn't have those at the time either. They were both, quite frankly, crap (although I could land on the skids... and bounce from 3000m since I had to bump up the crash velocity... ) Neither one was released. I've got one "released" mod for KSP1, and it's a set of - you guessed it - MM patches. I also have about 20 MM patches I run on my personal game, and those patches cover a lot more than 20 parts. I run about 200 mods, give or take, and I do a lot of changes to get the type of game I want, using the work of modders as a base. @Lisias hit the nail on the head for me with these parts of their post, regarding my initial experience with KSP modding though: And while I don't have enough context about KSP2 modding yet to strictly agree with this statement by @Kavaeric, it definitely brings up at least a related point for me: I'm one of the folks who saw KSP2 and said "lol no i'll wait." A discussion of my reasoning is beyond the scope of this thread, but I will say that without some equivalent of MM, I won't get KSP2 at this point - I like making way too many tweaks now, and don't want to have to do them every time I update a mod*. * My personal pain with KSPI-E/WarpPlugin's MM patch setup and weird changes it makes is why we have installation filters in CKAN, in fact - I whined to the CKAN devs 'til they implemented SOMETHING I could use to avoid having to go through and delete those specific patches every time I updated - thanks for that by the way, @HebaruSan - I never said that directly.
  5. And I'll reply another two months later from the above and say that I play on 10.625x and yes, it works fine for me.
  6. Couple of suggestions since I was playing with this last night: For the existing bug known issue with being unable to go back to the flight view if you close the PAW in camera view, is it possible/somewhat easy to have a toolbar option in ToolbarController that is a specific "back to flight view" option? I think it's actually CTB that has the similar thing I'm thinking of, which is a single-click option to do the "Clear Input Locks" action. Science detection for the cameras: With this one, I'm going to start with what I know exists, and move towards more speculative/more work stuff. My understanding is that there's a set pool of science for each planet which can be "spent" by taking pictures. Right now, you've just got to take hundreds of pictures to actually spend that pool. What I'm proposing is a way to encourage more visually interesting screenshots/pictures/etc. What exists now: I know the L-Tech cameras can currently detect anomalies - it'll give you the name and the distance to the nearest anomaly. A first approximation would be to multiply the science value by 100x (keeping the pool in mind - not really any MORE science, but you can get it faster) if you're within <x>m of an anomaly. The assumption is that you're actually pointing the camera at the anomaly. I assume this is "easy" (for certain values of easy, lol, yes I know "you just have to...") within the existing structure of the code - the pieces already exist as far as I know, you just have to add a bit of logic to run the anomaly detection, grab the output, and say "yup, it's within 500m, give some extra science for this picture." What would be super neat-o and cool and will probably never happen because "are you nuts, Eppy?": Do some basic detection of what's in the picture. Each ground scatter adds a point, a collectible ground scatter might add 3 points, each celestial object other than the current SOI adds 5 points (e.g. moons, asteroids, other planets - though you'd have to make sure they're visually interesting,) an anomaly adds 100 points, etc. Cap it at a certain value (maybe 200 points or 5 items of each category,) but it'd theoretically encourage interesting screenshots (although I'm sure it could also be gamed - but what can't?) And just to make things interesting, here's a couple of screenshots I took last night with my L-Tech camera and how I'd score them: Orbiting Sarnus from OPM. Beautiful picture, but a zero-pointer - nothing other than my SOI in view (though I'll bet that if I squinted hard, I could find Eeloo, Ovok, or Hale here.) Landed on Ovok. Sarnus rising with Kerbol shining through its rings, and a lone "interesting rock" in the bottom of the pic, left of center (which may or may not be a collectible). Score: 5 points for Sarnus Possibly 5 points for Kerbol 1 or 3 points for the "interesting rock" - depends on just how interesting it is. A picture of the anomaly on Ovok. I never have figured out whether that was intentional, or a bug with how the anomalies are generated, but this thing has ALWAYS floated above the surface for me. It almost makes sense in context though. Score: 100 points for the anomaly. 1 or 3 points for the "interesting rock" in the background. If I'd decided to do a bit more work for it, I could've gone around the right side of the monolith there and probably caught Sarnus in the view - would've been worth an extra 5 points, and highlights why something like this might be worthwhile.
  7. I can answer the second half - get Sigma Dimensions from Sigma88's github, install it, and get the Rescale! mod from CKAN for whatever resize you want. Note that Sigma Dimensions is old and janky - it's possible to get it to work in 1.12.4, but no guarantees. Take a look at the Github issues - I've posted more than a few problems over there. For what it's worth, I actually use Sigma Dimensions, RESCALE! 10.625x, and OPM, and it's working okay for me so far (though I haven't traveled to the outer planets yet.)
  8. I'll add to LGG's comment to say that I played KR&D before the tweakscale blacklist went in and... There's a very good reason for the blacklist entry. It'll straight up break things when you try and tweakscale an improved part. Just don't.
  9. To be fair, I'm pretty sure @linuxgurugamer maintains all his own CKAN stuff. Does it work if you create that folder under C:\Games\Kerbal Space Program\GameData\LTech\Parts\Science\SkyLab? Also, does it work if you delete the old LTech folder, and then try the "upgrade"? Or uninstall it and reinstall? I don't know what the problem is, but those are a few things I'd try to fix it.
  10. Logs? Error messages? Anything? L-Tech installed fine for me via CKAN, and without more information, that's probably all the help you'll be able to get.
  11. Assuming both of them reference only FAR/AJE exclusive stuff, you should be able to blow both of them away with no ill effects. Also, I'd suggest mentioning this on the thread for whatever the second mod is. FOR vs. NEEDS is... if not a common error, a common enough one that it's immediately what I thought of (even if I couldn't remember the actual keyword :V) - the mod author might appreciate the heads up.
  12. I haven't had enough caffeine or I'd have pointed that out earlier. Check my edit that your post didn't catch. Mentioning HAS was a mistake on my part, my bad. Edit: To be clear about it: Those "FOR" statements from MM basically say that whatever has the FOR provides the full functionality of the mod specified. So if you have a "FOR[FerramAerospaceResearch]" statement, MM thinks that you have FAR fully installed. Essentially, you've found the problem - you just need to find (again, MM logs) whatever has those FOR statements.
  13. ah. Search under <KSP directory>\Logs\ModuleManager\ModuleManager.log for "FOR[FerramAerospaceResearch] maybe? See if something's mistakenly providing it? Double edit: First, you can also search that file for "FerramAerospaceResearch" as well and see what's referencing it. Second, I realize this is based on Contract Configurator, but my suspicion is that you've got something that thinks it's providing the entirety of FAR. Third edit: First, it's FOR and not HAS. Second, no colon between HAS and the first bracket.
  14. Based on that error, it looks like FARControllableSurface doesn't exist in your game anywhere. It may be that FAR has changed and no longer uses that. It might be worth downloading an old version of FAR, seeing what part(s) this was attached to, and then comparing it to the new one and replacing. And then report back here so we know
  15. Hey, I'm surprised this was able to be resurrected in the first place, and we should be happy it even mostly works. If I remember correctly, this mod started back in 0.23.
  16. Nah, it was a "WaitWhat" experiment type - it was either an anomaly, or a "this should never happen" type of bug. 100 science is reasonable (IMO) for an anomaly, but you could trigger it pretty much anywhere.
  17. Always. Interesting thought though. HyperEdit is kind of on a "let it ride and let's pray it doesn't break" maintenance cycle since something like 1.8 (unless I'm totally misunderstanding what Ezrelic's been saying in response to bug reports...)
  18. Finally made a video! Sorry, it's basically the setup I had from streaming. You might see some similarities... https://www.dropbox.com/s/wo1x5ts43pu9fd4/2021-06-15 19-35-33.flv?dl=0 Instructions: Build a simple ship. Let's say a command pod and a tank, like I sent before. Change the command pod's type to a Station because, I dunno, I'm going to have a station with a command pod. Don't question me! Hit the Champagne Bottle button - the mod still uses the "SV" type rather than the "SS" type.
  19. FWIW, I've had a bug like this even without KRASH (I recently uninstalled it because I never used it.) I'm not sure why it happens, but I've noticed that if I play for too long, the LAN of my orbit will start to "wander" - time warping just makes it more visible because of the sudden jump that it does. I think it's recalculating the orbit line once you leave time warp. I almost think I should start a thread for this somewhere, and maybe we can crowdsource the mods that everyone has in common...
  20. Yup, it now assigns a vessel name properly without having to go in and configure naming, based on my testing. Or at least, I wasn't able to break it. I think the only remaining complaint would be getting it to re-read the vessel type (assuming it still exists?) each time the CB window is opened so it can actually use the list of ship prefixes (which is a pretty minor complaint, all things considered. But hopefully another one of those "easy fixes".)
  21. I'll be honest, my patch (if I write it) is going to be something to the effect of "(if module = tweakscale AND if stack = stack_interstellar) then -@techRequired" or something to that effect. I just commented out the techRequired key on the Tri-Alpha so I could just get my mission started, for example. I understand the upgrade balancing, but I've never had a use for scale restrictions in general and especially for KSPI-E.
  22. That's a much politer term than I was going to use for it. Alas, it's a fun mod when it's working correctly. And that comment has nothing to do with the tech tree being used. I think (and I stress think) that all KSPI-E modules use stack_interstellar for their tweakscale modules - a search in the folder for techRequired should at least highlight anything that's using that (it'd be basically anything with more than one entry in techRequired, I think...) Of course, the real fun is figuring out where to move 'em all and writing the new MM configs...
  23. Here you go, one that's stock: A Mk 1 command pod on top of a FL-T400: https://www.dropbox.com/s/k8l09n5lr0nvud4/KSV SeriousCat's Claw.7z?dl=0
  24. Okay, kicked the tires on this a bit. And they exploded. I'm now missing a leg, thanks for that. :V The automatic detection of crewed vs. non-crewed seems to be working correctly, but when applying the name from the CB interface (i.e. clicking the button with a name on it,) it doesn't appear to apply the name to the command module itself. https://www.dropbox.com/s/52bq2vv4skhpobl/Annotation 2021-06-11 163819.png?dl=0 For what it's worth, I also had a bug at one point where the actual ship name (the text field at the top you can fill out) wouldn't actually save, but I can't reproduce it at this point. I'll let you know if I can.
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